/*
* Copyright 2015-2017 WorldWind Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* @exports FrameStatistics
*/
define([],
function () {
"use strict";
/**
* Constructs a performance statistics instance. This is performed internally by the {@link WorldWindow}.
* Applications do not construct instances of this class.
* @alias FrameStatistics
* @constructor
* @classdesc Captures performance statistics.
*/
var FrameStatistics = function () {
// Internal: intentionally not documented
this.frameCount = 0;
// Internal: intentionally not documented
this.frameTimeCumulative = 0;
// Internal: intentionally not documented
this.frameTimeBase = 0;
// Internal: intentionally not documented
this.frameTimeExtremes = [Number.POSITIVE_INFINITY, Number.NEGATIVE_INFINITY];
/**
* The number of milliseconds required to render the most recent frame.
* @type {Number}
*/
this.frameTime = 0;
/**
* The number of milliseconds spent tessellating the terrain during the most recent frame.
* @type {Number}
*/
this.tessellationTime = 0;
/**
* The number of milliseconds spent rendering the active layers during the most recent frame.
* @type {Number}
*/
this.layerRenderingTime = 0;
/**
* The number of milliseconds spent rendering ordered renderables during the most recent frame.
* @type {Number}
*/
this.orderedRenderingTime = 0;
/**
* The number of terrain tiles in the most recent frame.
* @type {Number}
*/
this.terrainTileCount = 0;
/**
* The number of image tiles in the most recent frame.
* @type {Number}
*/
this.imageTileCount = 0;
/**
* The number of terrain tile renderings. Since terrain tiles are generally rendered more than once per
* frame, this count will be greater than the number of terrain tiles created for the frame.
* @type {Number}
*/
this.renderedTileCount = 0;
/**
* The number of calls to [Tile.update()]{@link Tile#update} during the most recent frame.
* @type {Number}
*/
this.tileUpdateCount = 0;
/**
* The number of texture bind calls during the most recent frame.
* @type {Number}
*/
this.textureLoadCount = 0;
/**
* The number of WebGL VBO loads during the most recent frame.
* @type {Number}
*/
this.vboLoadCount = 0;
/**
* The average frame time over the most recent two seconds.
* @type {Number}
*/
this.frameTimeAverage = 0;
/**
* The average frame rate over the most recent two seconds.
* @type {Number}
*/
this.frameRateAverage = 0;
/**
* The minimum frame time over the most recent two seconds.
* @type {Number}
*/
this.frameTimeMin = 0;
/**
* The maximum frame time over the most recent two seconds.
* @type {Number}
*/
this.frameTimeMax = 0;
};
/**
* Initializes this frame statistics with initial values.
*/
FrameStatistics.prototype.beginFrame = function () {
this.frameTime = Date.now();
this.tessellationTime = 0;
this.layerRenderingTime = 0;
this.orderedRenderingTime = 0;
this.terrainTileCount = 0;
this.imageTileCount = 0;
this.renderedTileCount = 0;
this.tileUpdateCount = 0;
this.textureLoadCount = 0;
this.vboLoadCount = 0;
++this.frameCount;
};
/**
* Computes the statistics for the most recent frame.
*/
FrameStatistics.prototype.endFrame = function () {
var now = Date.now();
this.frameTime = now - this.frameTime;
this.frameTimeCumulative += this.frameTime;
this.frameTimeExtremes[0] = Math.min(this.frameTimeExtremes[0], this.frameTime);
this.frameTimeExtremes[1] = Math.max(this.frameTimeExtremes[1], this.frameTime);
// Compute averages every 2 seconds.
if (now - this.frameTimeBase > 2000) {
this.frameTimeAverage = this.frameTimeCumulative / this.frameCount;
this.frameRateAverage = 1000 * this.frameCount / (now - this.frameTimeBase);
this.frameTimeMin = this.frameTimeExtremes[0];
this.frameTimeMax = this.frameTimeExtremes[1];
this.frameCount = 0;
this.frameTimeCumulative = 0;
this.frameTimeBase = now;
this.frameTimeExtremes = [Number.POSITIVE_INFINITY, Number.NEGATIVE_INFINITY];
//console.log(this.frameTimeAverage.toString() + ", " + this.frameRateAverage.toString());
}
};
/**
* Increments the rendered tile count.
* @param {Number} tileCount The amount to increment the counter.
*/
FrameStatistics.prototype.incrementRenderedTileCount = function (tileCount) {
this.renderedTileCount += tileCount;
};
/**
* Sets the terrain tile count.
* @param {Number} tileCount The amount to set the counter to.
*/
FrameStatistics.prototype.setTerrainTileCount = function (tileCount) {
this.terrainTileCount = tileCount;
};
/**
* Increments the image tile count.
* @param {Number} tileCount The amount to increment the counter.
*/
FrameStatistics.prototype.incrementImageTileCount = function (tileCount) {
this.imageTileCount = tileCount;
};
/**
* Increments the tile update count.
* @param {Number} count The amount to increment the counter.
*/
FrameStatistics.prototype.incrementTileUpdateCount = function (count) {
this.tileUpdateCount += count;
};
/**
* Increments the texture load count.
* @param {Number} count The amount to increment the counter.
*/
FrameStatistics.prototype.incrementTextureLoadCount = function (count) {
this.textureLoadCount += count;
};
/**
* Increments the VBO load count.
* @param {Number} count The amount to increment the counter.
*/
FrameStatistics.prototype.incrementVboLoadCount = function (count) {
this.vboLoadCount += count;
};
return FrameStatistics;
});